fractalNoise

A complete fractal-noise paint: layered simplex noise that morphs over time, read through the color ramp.

fractalNoise(slots: {
    angle: PropRef
    detail: PropRef
    contrast: PropRef
    octaves: PropRef
    seed: PropRef
    space: PropRef
}): Paint

Import noise from shaders/std and use noise.fractalNoise.

angle rotates the pattern (degrees). octaves is how many layers stack (1 to 8, changed live without a recompile), detail how much finer each layer is (1 to 4) and contrast how much weaker (0.1 to 1). seed re-mixes the layers. space is the color-space prop. Reads the definition's colorA, colorB and, when present, stops props.

Parameters

NameTypeNotes
slots`{
angle: PropRef
detail: PropRef
contrast: PropRef
octaves: PropRef
seed: PropRef
space: PropRef

}` | |

Example

paint: fractalNoise({angle: p('angle'), detail: p('detail'), contrast: p('contrast'), octaves: p('octaves'), seed: p('seed'), space: p('colorSpace')})

Tip. Declare animatedTime: {speed: 'speed'} on the definition. The morphing runs on the layer's clock.

See also

  • worleyNoise — A complete cellular-noise paint: distances to drifting cell points, read through the color ramp.
  • noiseField — A field of smooth noise in the chosen flavor.

Used by

FractalNoise